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<title>HSF Geometry Bitfield Definition</title>
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      <H2><FONT color=#0000a0 face="arial,helvetica,sans-serif">Geometry bitfields</FONT></H2>
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Definition of bits used to describe geometry types.  Most common bits are contained in the low byte,
extra bytes are needed for less common cases. Some bits are reused, depending on the context.<p>
	
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	    <TD height=21 width=50>00000001</TD>
	    <TD height=21 width=390>Faces</TD>
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	    <TD height=21 width=50>00000002</TD>
	    <TD height=21 width=390>Edges</TD>
	</TR>	 	
	<TR>
	    <TD height=21 width=50>00000004</TD>
	    <TD height=21 width=390>Lines</TD>
	</TR>	 	
	<TR>
	    <TD height=21 width=50>00000008</TD>
	    <TD height=21 width=390>Markers</TD>
	</TR>	 	
	<TR>
	    <TD height=21 width=50>00000010</TD>
	    <TD height=21 width=390>Text</TD>
	</TR>	 	
	<TR>
	    <TD height=21 width=50>00000020</TD>
	    <TD height=21 width=390>Windows</TD>
	</TR>	 	
	<TR>
	    <TD height=21 width=50>00000040</TD>
	    <TD height=21 width=390>Images</TD>
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	    <TD height=21 width=50>00000080</TD>
	    <TD height=21 width=390>indicates additional byte(s) required</TD>
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	    <TD height=21 width=50>00000100</TD>
	    <TD height=21 width=390>Ambient for <em>color</em> settings,
							    String Cursors otherwise</TD>
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	    <TD height=21 width=50>00000200</TD>
	    <TD height=21 width=390>Lights for <em>color</em> settings,
							    Face Lighting otherwise</TD>
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	    <TD height=21 width=50>00000400</TD>
	    <TD height=21 width=390>Face Contrast for <em>color</em> settings,
								Edge Lighting otherwise</TD>
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	    <TD height=21 width=50>00000800</TD>
	    <TD height=21 width=390>Window Contrast for <em>color</em> settings,
								Marker Lighting otherwise</TD>
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	    <TD height=21 width=50>00001000</TD>
	    <TD height=21 width=390>Front side for <em>color</em> settings,
								Silhouette Edges otherwise</TD>
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	    <TD height=21 width=50>00002000</TD>
	    <TD height=21 width=390>Back side for <em>color</em> settings,
								Perimeter Edges otherwise</TD>
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	    <TD height=21 width=50>00004000</TD>
	    <TD height=21 width=390>Mesh Quad Edges for <em>visibility</em> settings,
								Vertex otherwise</TD>
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	    <TD height=21 width=50>00008000</TD>
	    <TD height=21 width=390>Hard Edges</TD>
	</TR>	 	
	<TR>
	    <TD height=21 width=50>00010000</TD>
	    <TD height=21 width=390>Cutting Planes</TD>
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	    <TD height=21 width=50>00020000</TD>
	    <TD height=21 width=390>Shadow Emission</TD>
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	    <TD height=21 width=50>00040000</TD>
	    <TD height=21 width=390>Shadow Casting</TD>
	</TR>	 	
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	    <TD height=21 width=50>00080000</TD>
	    <TD height=21 width=390>Shadow Receiving</TD>
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	    <TD height=21 width=50>00100000</TD>
	    <TD height=21 width=390>Cut Edges</TD>
	</TR>	 	
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	    <TD height=21 width=50>00200000</TD>
	    <TD height=21 width=390>Vertex for <em>visibility</em> settings</TD>
	</TR>	 	
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	    <TD height=21 width=50>00400000</TD>
	    <TD height=21 width=390>Cut Faces</TD>
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